Enhanced item discovery and delivery for electronic video game systems

ABSTRACT

Systems and methods are provided for enhanced item discovery and delivery for electronic video game systems. An example method includes establishing connections with a plurality of user devices, the user devices executing respective game engines associated with an electronic game, with each user device being controlled by a respective player of a same game world and presenting a respective view of the game world associated with a respective character within the game world. Information indicating that a wishlist associated with a first player is to be updated is received, with updating including associating a particular item with the wishlist, the particular item being equipped by a second character of a second player within the game world. Information is obtained which indicates that the particular player has provided user input to cause ordering of the particular item. In response to determining satisfaction of one or more constraints, access to the particular item by the first player is enabled, with the first character of the first player being configured to equip the particular item, and with the particular item being rendered on the first character within the game world.

TECHNICAL FIELD

The present disclosure relates to systems and techniques for enhancingelectronic games. More specifically, this disclosure relates toimprovements in usability of electronic games.

BACKGROUND

Electronic games are increasingly utilizing social aspects to engendercontinued player engagement. Particular electronic games, such asmassively multiplayer online role playing games (MMORPG), can enableplayers to manipulate characters within a persistent game world. Forexample, one or more central servers systems may maintain a consistentgame state associated with the MMORPG. The players may therefore adjustthe game state based on their movements, actions, and so on, and theplayers can all view the same game world. For example, the players canmove about the game world and interact with each other. Exampleinteractions may include engaging in specific missions, searching foritems, and so on. With respect to social aspects, the MMORPG can enablethe players to communicate with each other.

An example of communication can include routing verbal speech providedby a player to other players. For example, the other players' charactersmay be within a certain proximity in the game world. The verbal speechmay be provided a player to his/her headset or other microphone source.As another example of communication, text may be entered by players androuted to the remaining players. Additionally, each player may beassociated with a user name. Therefore, the players within the gameworld can be identified according to user name and the players maycommunicate with each other. In this way, the players may sociallyengage each other, for example outside of exclusively engaging in gamemissions.

SUMMARY OF CERTAIN EMBODIMENTS

Particular embodiments of the subject matter described in thisspecification can be implemented so as to realize one or more of thefollowing advantages. The techniques described herein can enableimprovements to electronic games. The example improvements may includeimprovements to usability of electronic games. For example, and as willbe described, the techniques can reduce a number of user actionsrequired to perform particular functionality. The user actions, in thisexample, may relate to finding particular items within a game worldassociated with an electronic game. It should be appreciated thatelectronic games, for example online electronic games, may disperseitems throughout a game world for players to locate. As an example,particular in-game objects may be placed within virtual item containersin the game world (e.g., by one or more servers associated with theonline electronic game). These items may be new items which the playersattempt to find, or they may be random items from a set of availableitems. Thus, the items' availability may be limited. Additionally, if aplayer happens upon a virtual item container within the game world,there is no guarantee as to which item the virtual item containercontains.

While dispersing items within an online game world can address thetechnological problem of enabling player access to new items, thisscheme can introduce disparity with respect to the items available tothe players. As an example, a first player may locate a virtual itemcontainer and obtain a particular item from the virtual item container.In this example, a second player may be unable to locate the particularitem. For example, the particular item may be scarce such that only athreshold number of virtual item containers contain the particular item.As another example, a probability associated with a virtual itemcontainer containing the particular item may be low. Thus, the secondplayer may be unable to locate the particular item. Given the onlinenature of the electronic game, the second player may be able to view(e.g., via a user device) the first player's virtual character. Withrespect to a virtual item, the first player's character may be wearingthe particular item. The second player may desire to acquire thisparticular item.

Via the techniques described herein, the second player may include thisparticular item in a ‘wishlist’. For example, the ‘wishlist’ may bemaintained by one or more central server systems (e.g., within userprofile information), or maintained by a user device of the secondplayer. The wishlist can store indications of items which the secondplayer has seen within the game world and which the second playerdesires to acquire. As will be described, the second player may thentrigger delivery, or crafting, of a particular item within the wishlist.

Advantageously, the techniques described herein may thus reduce theabove-described player's need to search within the game world for aparticular item. Thus, the player may limit an extent to which userinput is required to perform an action (e.g., locating an item).

Furthermore, and as will be described, the techniques described hereincan increase usability of, and player engagement within, electronicvideo games. With respect to the example of the second player describedabove, the second player may be required to inspect the first player'scharacter to identify the items the first player is carrying. Forexample, the second player may control his/her character to bring thecharacter within a threshold proximity to the first player's character.The second player may therefore perform an inspection of the firstpayer's character. Via this inspection, the second player may obtain anindication of the items which the first player's character has.

Advantageously, this inspection technique may cause an improved socialaspect to the electronic game. For example, the first player and secondplayer may be incentivized to communicate about their respective items.Furthermore, the schemes to cause the spreading of items around anonline game world may be improved. As an example, a player may berequired to perform certain in-game actions, such as completing amission, to enable access to an item included in his/her wishlist. Thisscheme therefore can therefore enhance the user experience of onlinegames, and additionally cause players to increase their sociality withinan online game.

The systems, methods, and devices of this disclosure each have severalinnovative aspects, no single one of which is solely responsible for theall of the desirable attributes disclosed herein.

One embodiment discloses a system comprising one or more computers andcomputer storage media storing instructions that, when executed by thesystem, cause the system to perform operations comprising: establishingconnections with a plurality of user devices, the user devices executingrespective game engines associated with an electronic game, each userdevice being controlled by a respective player of a same game world andpresenting a respective view of the game world associated with arespective character within the game world; receiving informationindicating that a wishlist associated with a first player is to beupdated, wherein updating comprises associating a particular item withthe wishlist, the particular item being equipped by a second characterof a second player positioned, at least, within a threshold proximity ofa first character of the first player within the game world; obtaininginformation indicating that the particular player has provided userinput to cause ordering of the particular item; and in response todetermining satisfaction of one or more constraints, enabling access tothe particular item by the first player, wherein the first character ofthe first player is configured to equip the particular item, and whereinthe particular item is rendered on the first character within the gameworld.

Although certain embodiments and examples are disclosed herein,inventive subject matter extends beyond the examples in the specificallydisclosed embodiments to other alternative embodiments and/or uses, andto modifications and equivalents thereof.

The details, including optional details, of one or more embodiments ofthe subject matter of this specification are set forth in theaccompanying drawings and the description below. Other optionalfeatures, aspects, and advantages of the subject matter will becomeapparent from the description, the drawings, and the claims.

BRIEF DESCRIPTION OF THE DRAWINGS

Throughout the drawings, reference numbers are re-used to indicatecorrespondence between referenced elements. The drawings are provided toillustrate embodiments of the subject matter described herein and not tolimit the scope thereof.

FIG. 1A is a block diagram illustrating an example electronic gameserver enabling access by user devices to a social hub, according tosome embodiments of the present disclosure.

FIG. 1B is a block diagram illustrating an example user devicepresenting a user interface to include an item in a wishlist.

FIG. 2 is a flowchart of an example process for enabling selection of anitem for inclusion in a wishlist of an electronic game.

FIG. 3A is a flowchart of an example process for enabling access to anitem included in a player's wishlist.

FIG. 3B is an example user interface illustrating an item included in awishlist being requested for access.

FIG. 3C is an example user interface illustrating delivery of an itemfrom a player's wishlist.

FIG. 4 is a flowchart of an example process for delivering an item to aplayer for utilization in the electronic game.

FIG. 5 is a flowchart of an example process for updating a wishlistbased on a video associated with gameplay of the electronic game.

FIG. 6 illustrates an embodiment of a computing device according to thepresent disclosure.

Like reference numbers and designations in the various drawings indicatelike elements.

DETAILED DESCRIPTION Overview

This specification describes techniques to enhance player access toitems within an example electronic game. The electronic game describedherein is an example of an online game, such as a game in whichmultitudes of players utilize respective user devices to controlcharacters within a same game world of the online game. As will bedescribed, an example system described herein (e.g., the electronic gameserver 100) can be in communication with the user devices and enable aconsistent game state associated with the game world. Therefore, theplayers may control respective characters within the same game world,for example interacting with aspects of the game world and/or othercharacters. The electronic game may enable player utilization ofdifferent items. For example, these items may be utilized by the playersfor their characters. As described herein, items may include any gameelement which can be associated with a player's character. Example itemsmay be cosmetic items, such as accessories, clothing, tattoos, skins,facial hair, and so on. Example items may further be non-cosmetic items,such as parts to construct game objects, objects (e.g., objects whichcan interact with players or the game world, such as keys, weapons, andso on), potions, gestures (e.g., to be performed by characters),abilities, and so on.

It should be appreciated that electronic games may disperse itemsthroughout one or more of its game worlds, with the items beingassociated with respective rarities (e.g., respective probabilities thatplayers may locate the items). An example scheme to disperse itemsincludes placing containers (herein referred to as ‘virtual itemcontainers’) within the game worlds. The virtual item containers maycontain (e.g., within the game world) different items. For example, thesystem may select (e.g., randomly) items to be included in each virtualitem container (e.g., from a set of available of items). The virtualitem containers may additionally be randomly generated by the system,and/or randomly placed within the game worlds. To place the virtual itemcontainer within a game world, the system may update informationassociated with the game world. For example, the system may update agame state to reflect the inclusion of virtual item containers withingame worlds accessible to players of the online game.

A player may therefore control a character within the online game, andduring gameplay may identify a virtual item container within thecharacter's field of view. For example, a user device being utilized bythe player (e.g., a laptop, tablet, mobile device, wearable device, andso on) may present user interface information associated with the onlinegame. In this example, the user interface information may include arepresentation of a game world in which the player's character is movingabout. For example, the representation may be a view associated with theplayer's character. Example views may include a first-person view of thegame world, a third-person view of the game world, a top-down view ofthe game world, and so on. Upon identifying the virtual item container,the player may cause the character (e.g., via user input to the userdevice) to access the virtual item container. Since the virtual itemcontainer is configured to contain one or more items, the player'scharacter may thus obtain the items. For example, the system may updategame state information associated with the player. As another example,the player's user device may update locally stored information (e.g.,profile information, game state information) to reflect the obtaineditems. Therefore, the player may utilize the items, such as via causinghis/her character to equip the item. With respect to the item being ahat, the character may wear the hat during the online game.

During gameplay, an example player's character may therefore have anitem equipped, or otherwise utilized, which was obtained from a virtualitem container. With respect to the example of a hat described above,the visual representation of the character may thus be wearing a hat. Asother players control respective characters in the game world, theseplayers may view the hat equipped on the example player's character. Forexample, the players' characters may be in a game world, or a portionthereof, in which the characters can interact socially (herein referredto as a ‘social hub’). While in the social hub, the players maycommunicate with each other. Optionally, players may be unable to harmeach other's characters. As will be described, the players mayadvantageously utilize the social hub to view, or receive informationindicating, the items associated with the characters within the socialhub. As described above, certain items may be more rare than otheritems. Thus, the hat may represent an item which is uncommon (e.g.,contained in virtual item containers at less than a thresholdpercentage). In contrast to other schemes, in which the players wouldneed to search for virtual item containers which may contain the hat,the players may instead include the item in respective wishlists. Aswill be described below, a wishlist identifies items which a playerdesires to utilize or own.

To include an item on a wishlist, for example the hat described above, afirst player may control a first character to inspect a second charactercontrolled by a second player. For example, the first player may movethe first character proximate to the second character (e.g., the firstplayer may be required to be within a threshold distance of the secondcharacter). As will be described below, the first player may causepresentation of the items equipped, or otherwise utilized, by the secondcharacter. As an example, the first player may provide user input tohis/her user device requesting an inspection of the second character.This user input may then be provided to the system described herein,which can access the items associated with the second character. Thesystem may then cause a user interface presented on the first player'suser device to reflect the accessed items. An example of a userinterface is described below, and illustrated in FIG. 1B with respect touser interface 130.

Using the above-described user interface, the first player may reviewthe items associated with the second character. Optionally, the firstplayer may select a particular item presented in the user interface andindicate the selected item is to be included in the first player'swishlist. Optionally, the system may then determine whether one or moreconstraints are satisfied. If the constraints are satisfied, the systemcan enable the first player to equip, or otherwise utilize, the selecteditem. An example constraint may include a user experience level of thefirst player's character exceeding a threshold. Another exampleconstraint may include one or more game missions, goals, and so on,which need to be completed. Another example constraint may includerequiring a threshold quantity of in-game currency (e.g., points, gold,coin, cryptocurrency, and so on) be utilized by the first player.

Upon satisfaction of the constraints, the system may provide access tothe selected item. Optionally, the system may cause the first player towait a threshold amount of time (e.g., 24 hours, 36 hours, 48 hours, andso on) prior to being able to utilize the selected item. Thus, in thisexample access to the selected item may be temporarily constrained. Asdescribed herein, this threshold amount of time may be referred to as a‘construction time’ or ‘shipping time’ associated with the selecteditem. Optionally, the threshold amount of time may vary according to theselected item. As an example, the threshold amount of time may varyaccording to rarity of the selected item. In addition to constrainingaccess according to time, the system may ensure that a player hasperformed certain mission goals or objectives. As an example, theplayer's character may have to obtain certain in-game items associatedwith constructing the selected item. As another example, the player'scharacter may have to complete certain portions of the electronic game(e.g., completing one or more levels, achieving an objective, beating aboss, interacting with certain non-playable characters, and so on).

Optionally, and as will be described below with respect to FIG. 5, aplayer may add items to a wishlist based on viewing a video of athird-party player's gameplay. The video may be, for example, a livevideo of the third-party player's character. For example, the system maygenerate a view as seen by the third-party player on his/her userdevice. In this example, the system may enable access to this generatedview. As another example, the third-party player's user device mayupload the view presented on the user device to a video streaming website. The video may also be, for example, previously recorded and beingviewed by the player via a streaming web site, within the electronicgame (e.g., in a theater room in which the player's character can sit),and so on. Based on viewing the video, the player may request the itemsassociated with the third-party player's character. For example, withrespect to the example of a streaming web page, metadata associated withthe stream may indicate the items. As another example, with respect tothe player viewing the video within the electronic game, the player mayprovide user input associated with requesting the items. Similar to theabove-description regarding wishlists, the player may then include oneor more of the items in his/her wishlist.

FIG. 1A is a block diagram illustrating an example electronic gameserver 100 enabling access by user devices 110A-110N to a social hub102, according to some embodiments of the present disclosure. Asdescribed above, the user devices 110A-N may be utilized by players toplay a particular electronic game. For example, the electronic game maybe an online game enabling the players to control characters within agame world (e.g., the persistent virtual world described below). Theelectronic game server 100 may communicate with the user devices 110A-Nto ensure that the characters can properly be controlled within the gameworld. For example, the electronic game server 100 may maintain gamestate information indicating locations of characters, locations ofobjects or enemies, and so on.

For example, the electronic game server 100 can include one or moreapplication host systems (e.g., systems of one or more computers, or oneor more virtual machines executing on systems of one or more computers)and one or more databases (e.g., database 103) storing user account, oruser profile, information associated with the players. The electronicgame server 100 may include one or more computing systems configured toexecute a portion of the electronic game and/or application hostsystems. For example, the electronic game server 100 may executeinstances of server-side software associated with the electronic game.In some embodiments, the one or more application host systems caninclude one or more computing devices, such as servers and databasesthat may host and/or execute a portion of one or more instances of theelectronic game. In certain embodiments, instead of, or in addition to,executing a portion of the electronic game, the application host systemsmay execute another application, which may complement and/or interactwith the electronic game application.

The electronic game server 100 may enable multiple user devices 110A-11Nto access a portion of the electronic game executed or hosted by theelectronic game server 100. In some embodiments, the portion of theelectronic game executed by the electronic game server 100 may create apersistent virtual world. This persistent virtual world may enable oneor more users to interact with the virtual world and with each other ina synchronous and/or asynchronous manner. In some cases, multipleinstances of the persistent virtual world may be created or hosted bythe electronic game server 100. A set of users may be assigned to or mayaccess one instance of the persistent virtual world while another set ofusers may be assigned to or may access another instance of thepersistent virtual world. In some embodiments, the electronic gameserver 100 may execute a hosting system for executing various aspects ofa game environment. For example, in one embodiment, the electronic gamemay be a competitive game, such as a first-person shooter or sportsgame, and the electronic game server 100 can provide a dedicated hostingservice for hosting multiplayer game instances or facilitate thecreation of game instances hosted by user devices 110A-110N. In someembodiments, the electronic game server 100 can provide a lobby or otherenvironment (e.g., the social hub 102) for users to virtually interactwith one another. Such environments may include environments forconducting transactions between players, such as an auction house ortype of environment for facilitating transactions.

As illustrated in FIG. 1A, each user device 110A-N may comprise a gameexecution engine 112A-N associated with the electronic game. The gameexecution engine 112A-N may cause presentation of user interfaceinformation associated with the electronic game. For example, the userinterface information may include a view as seen by a charactercontrolled by a player of a user device. As another example, the userinterface information may include a heads-up display (a ‘HUD’), menus,and so on. Additionally, the game execution engine 112A-N may provideuser-side information to the electronic game server 100. For example,the user-side information may comprise user input 114A-N provided to theuser devices 110A-N (e.g., by players). As another example, theuser-side information may comprise update information generated by theuser devices 110A-N. The update information may reflect updates to thegame world caused by actions of a user device. For example, a userdevice may provide updates regarding locations of characters, actionsperformed by a player on the user device, and so on. In this way, theelectronic game server 100 may ensure that the views presented on theuser devices 110A-N are of the same consistent game world.

The game execution engine 112A-N may represent software, or otherexecutable code, obtained as a download to the user devices 110A-110N.For example, the game execution engine 112A-N may be obtained from anonline repository of electronic games. Once obtained, the game executionengine 112A-N may be installed on the respective user devices 110A-N. Asanother example, the game execution engine 112A-N may represent anapplication obtained from an online application store (e.g., an ‘app’).In the above-described examples, the game execution engine 112A-N mayrender a user interface associated with the electronic game forpresentation on the user devices 110-N. For example, the game executionengine 112A-N may access locally stored user interface information, suchas representations of game worlds, characters, and so on. The gameexecution engine 112A-N may present this locally stored information, andaugment the rendered information based on the game station information104A-N obtained from the electronic game server 100. Optionally, theuser devices 110A-N may represent thin clients, and the electronic gamemay be accessed via a browser executing on the user devices 110A-N. Inthis example, the electronic game server 100 may implement a webapplication. The user devices 110A-N may provide user input 114-N to theelectronic game server 100 for processing. The electronic game server100 may then update the user interface presented within respectivebrowsers on the user devices 110A-N.

A representation of a social hub 102 is illustrated in FIG. 1A. Thesocial hub 102 can represent a game world, or a portion thereof, inwhich players may control characters 106A-N. The social hub 102 maydisallow certain actions by players, such as harming otherplayer-controlled characters. Additionally, the social hub 102 mayenable, or otherwise encourage, a social aspect to the electronic game.For example, a player of user device 110A may provide verbal input(e.g., via a microphone), or text input, and the electronic game server100 may route the input to one or more remaining user devices. In thisway, the players may communicate with each other in the social hub 102.

As described above, the characters 106A-N may be associated withrespective items. An example association may include a character 106Bequipping an item (e.g., a hat), such that the item may be visuallydepicted on the character 106N. Another example association may includethe character 106B otherwise utilizing the item (e.g., the item mayrepresent a gesture, and the character 106B may perform the gesturebased on user input). These items may be obtained from within the gameworld, for example from virtual item containers. Thus, in the social hub102 the characters 106A-N may be depicted as wearing, or otherwiseequipping, certain items. As will be described below, with respect toFIG. 1B, a player may cause an item equipped by a different player'scharacter to be included in a wishlist. The player may then cause theincluded item to be enabled for his/her character's use.

While the example figure illustrates a social hub 102, it should beunderstood that the techniques described herein may be utilized inarbitrary game worlds. For example, the techniques described herein maybe utilized in game worlds, or portions thereof, in which players mayfight other players.

FIG. 1B is a block diagram illustrating an example user device 110Apresenting a user interface 130 to include an item 108 in a wishlist. Asdescribed above, a first player may cause an item 108 associated with asecond character 106B controlled by a second player to be included in awishlist. As illustrated in the social hub 102, a first character 106A(e.g., controlled by the first player) is located proximate to thesecond player 106B. A user device 110A presenting a view of the socialhub 102, for example associated with the first player, may thereforeinclude a view of the second character 106B. As illustrated in thesocial hub, an item 108 is presented on the second character 106B. Inthe example of FIG. 1B, the first player 106A has requested that userinterface 130 be presented to inspect the second character's 106B items.

To cause inspection of the second character 106B, the first player mayprovide specific user input to his/her user device 110A. For example,the first player may access a menu presented on the user device 110A,and request an inspection. As another example, the first player may viewthe second character 106B on the user device 110A and select the secondcharacter 106B. For example, the first player may utilize a mouse orkeyboard to cause selection of the second character 106B. With respectto a mobile device, such as a device including a touch-screen, the firstplayer may touch a portion of the screen depicting the second character106B.

The user device 110A may therefore provide a request associated withinspecting the second character 106B to the electronic game server 100.The electronic game server 100 may then access game state information,and obtain indications of the items associated with the second character106B. User interface 130 may then be presented on user device 110A,which indicates, at least, the items associated with the secondcharacter 106B. For example, the game execution engine 112A may causerendering of the user interface 130, and include the informationreceived from the electronic game server 100 regarding the items.Optionally, the electronic game server 100 may request the indicationsof items from a user device being controlled by the second player. Theelectronic game server 100 may obtain the indications, and cause userinterface 130 to be presented.

As illustrated in user interface 130, user profile informationassociated with the second character 106B is presented. For example, aname 132 of the second character may be included along with gameinformation (e.g., a level of the second character, experience points,and so on). Additionally, user interface 130 may include selectableoptions associating with different actions. An example action 134 mayinclude inviting the second character 106B to a group. For example, therequest may cause the second player to enter a chat room with the firstplayer, or may cause the second character to form a team with the firstplayer (e.g., to play subsequent missions or goals). Another exampleaction 136 may include viewing a detailed profile of the secondcharacter 106B. The detailed profile may include achievements earned bythe second player, friends of the second player, and so on.

User interface 130 further indicates items associated with the secondcharacter 106B. For example, a costume equipped by the second character106B is presented. Additionally, different abilities (e.g., Ability A-C)of the second character 106B are presented. The items equipped by thesecond character 106B are also presented. With respect to item 108(e.g., a hat), the first player may view the item 108 in detail.Optionally, for certain items which may produce a non-cosmetic result(e.g., increased armor, magic, and so on), the first player may viewdetailed information related to these non-cosmetic results. Optionally,the first player may request information indicating a composition of thefirst item. For example, certain electronic games may enable crafting ofitems. Thus, the first player may request the elements, or game aspects,which are required to cause crafting of item 108.

A selectable option 138 to add item 108 to the first player's wishlistis illustrated in user interface 130. As will be described in moredetail below, the first player may utilize a slot within his/herwishlist to include the item 108. For example, the wishlist may includea threshold number of available slots (e.g., 3, 4, 5, 8, and so on). Thewishlist may store items which the first player desires to acquire, buthas not yet acquired. Additionally, the wishlist may enable the firstplayer to receive one or more items included in the wishlist. As anexample described in more detail below, the first player may select anitem included in his/her wishlist. The first player may then requestthat the selected item be constructed, or ordered, for utilization bythe first character 106A. This request may incur a fee, such as viapayment of a soft in-game currency (e.g., generated through gameplay) ora hard in-game currency (e.g., a coin, or other currency, for whichplayers may utilize money). With respect to the first player includingitem 108 in his/her wishlist, the electronic game server 100 may thenenable access to item 108. Optionally, the first player may be requiredto wait a threshold amount of time (e.g., 24 hours, 32 hours, 48 hours)before the first character 106A may equip the item 108.

It should be appreciated that certain items may be unable to be includedin a wishlist. For example, certain items may only be obtained, learned,through completion of different tasks, goals, achievements, and so on.As another example, certain items may be obtained from virtual itemcontainers which are not configured to be included in a wishlist.Example items may include legendary, or other rare, items. When viewinguser interface 130, these items may be indicated as not being itemswhich can be included in a wishlist. For example, the items may beadjusted in color (e.g., greyed out), or otherwise made inaccessible toadd to the wishlist.

FIG. 2 is a flowchart of an example process 200 for enabling selectionof an item for inclusion in a wishlist of an electronic game. Forconvenience, the process 200 will be described as being performed by anelectronic game application executing on a user device of one or moreprocessors (e.g., the user device 110A).

At block 202, the user device establishes a connection to a game server.As described in FIG. 1A, the user device may connect to a game server toplay an online game (e.g., via a network, such as the internet). Theuser device may provide authentication, or authorization information, tothe game server. For example, the user device may provide a user name,password, and so on which is associated with a user account of a playerutilizing the user device.

At block 204, the user devices cause entry of the player into a socialhub. As depicted in FIGS. 1A-1B, a social hub may represent a virtualgame world in which characters can interact socially. Since the socialhub may disallow certain actions, such as characters harming each other,enemies harming characters, and so on, the social hub may enable thecharacters to communicate with each other. Additionally, the social hubcan provide a platform for players to depict their favorite items. Forexample, a particular player may cause his/her character to equip a rareitem. In this way, the particular player may ‘show off’ the rare itemwithin the social hub.

At block 206, the user device receives user input associated withinspecting a particular character. As described in FIG. 1B, the playerassociated with the user device may provide user input to causeinspection of the particular character. For example, the player'scharacter may be within a threshold proximity of the particularcharacter. The player may then indicate that the particular character'sitems are to be presented on the user device.

At block 208, the user device presents items associated with theparticular character. As illustrated in user interface 130, the userdevice may present the items equipped, or otherwise associated with, theother character.

At block 210, the user device receives user input indicating selectionof item to be included in a wishlist. The player associated with theuser device may provide user input to cause inclusion of a presenteditem in his/her wishlist. The wishlist may optionally be maintained bythe electronic game server, such that the electronic game server mayupdate stored information associated with the player (e.g., profileinformation). In this way, the wishlist may be accessible whenever theplayer joins the electronic game (e.g., by different user devices).Optionally, the wishlist may be maintained by the user device of theplayer. The wishlist may optionally be synchronized with the electronicgame server upon any modification to the wishlist. In this way, theelectronic game server may obtain the current items within the wishlist.As will be described below, the player may cause one or more itemsincluded in the wishlist to be enabled for utilization by the player'scharacter.

FIG. 3A is a flowchart of an example process 300 for enabling access toan item included in a player's wishlist. For convenience, the process300 will be described as being performed by an electronic gameapplication executing on a user device of one or more processors (e.g.,the user device 110A).

At block 302, the user device presents a user interface illustrating theplayer's wishlist. As described above, the player may traverse a gameworld associated with an electronic game, and cause inclusion of certainitems into his/her wishlist. The wishlist may optionally have athreshold number of slots, such that the player may be required toremove an item to include a new item. The user device may receiveindications of the items included in the wishlist from an electronicgame server associated with the electronic game. For example, the userdevice may receive graphical representations of the items along withdescriptions. Reference will be made to FIG. 3B, which includes anexample of the user interface.

FIG. 3B is an example user interface 310 illustrating an item 314included in a wishlist 312 being ordered (e.g., requested for access).As illustrated, the wishlist 312 includes three items which the playerpreviously included in the wishlist. Additionally, the wishlist 312includes five slots in which items may be included. Optionally, playermay increase the number of slots by earning experience points, provide afee (e.g., in-game currency), or perform other actions to cause anincrease in the number of slots.

At block 304, the user device receives user input indicating ordering ofa particular item. As illustrated in FIG. 3B, the player has selected anitem 314 (e.g., a chicken hat) for ordering. Information associated withthe order is also presented, such as a time 316 associated with deliveryof the order. As described above, the player may be required to wait athreshold amount of time until the player may utilize the item 314 onhis/her character. In this example, the player is required to wait fourdays before the player can equip the chicken hat on the player'scharacter. Additionally, a fee 318 associated with ordering the item 314is included. In this example, the fee is 50,000 coins, which mayrepresent a soft in-game currency. Optionally, the user interface 310may indicate different times which are associated with different fees.Thus, the player may increase the fee to reduce the time. Additionally,the player may utilize an in-game currency to reduce the time.

At block 306, the user device optionally determines whether one or moreconstraints are satisfied. Upon ordering the item 314, the user devicemay optionally receive the item from the electronic game server. Forexample, the electronic game server may provide a graphicalrepresentation of the item to the user device. Receiving the item mayfurther comprise enabling server-side access to the item. In this way,the player may equip the item, and the electronic game server may causethe visual representation of the player's character to include the item314. With respect to the electronic game server providing the item, theitem may be locked for use until constraints are satisfied. An exampleconstraint may relate to time. For example, the user device may disallowutilization of the item 314 until the threshold time (e.g., 4 days) haspassed.

FIG. 3C is an example user interface illustrating delivery of an itemfrom a player's wishlist. The player may monitor a status associatedwith the selected item. For example, user interface 320 indicates thatthe item has been ‘shipped’. Thus, a count-down may occur (e.g., by theelectronic game server) which can represent a construction time orshipping time. As illustrated, at a time when the player checked thestatus, the player had 23 hours remaining until he/she could utilize theitem.

At block 308, the user device enables access to the item. As describedin block 306, the user device may receive a graphical representation ofthe item to be equipped on the player's character. The electronic gameserver may also indicate that the item can be equipped. For example, theelectronic game server may authorize the player's character to equip theitem. The player may then be able to access one or more menus of theelectronic game and cause the item to be equipped on his/her character.

FIG. 4 is a flowchart of an example process 400 for delivering an itemto a player for utilization in the electronic game. For convenience, theprocess 400 will be described as being performed by a system of one ormore computers (e.g., the electronic game server 100).

At block 402, the system establishes communications with user devices.As described in FIG. 1A, the system may be a central server associatedwith an electronic game (e.g., an online game). The system may comprisemultitudes of game servers, and a subset of user devices may connect toeach of the game servers. Thus, the social hub illustrated in FIGS.1A-1B may optionally include characters associated with user devicesconnected to a same game server.

At block 404, the system receives information indicating a player'swishlist is to be updated. As described in FIG. 2, a player may requestitems associated with a different player's character. The system maytherefore cause presentation of the items on the player's user device.The player may then select from among the presented items, and includeone or more items in the player's wishlist.

At block 406, the system updates the maintained wishlist. The system mayreceive indications of the selected items and update informationassociated with the player (e.g., profile information).

At block 408, the system receives information indicating ordering of anitem. The player may request that a particular item included in theplayer's wishlist be ordered. The system may validate that one or moreconstraints are satisfied prior to enabling placement of the order. Forexample, the player may be required to provide a certain fee associatedwith the order. The player may also be required to obtain certain otheritems within the electronic game, such as respective thresholdquantities of raw materials or goods which may form (e.g., within thegame world) the materials or goods utilized to craft the item.

At block 410, the system enables player access to the ordered item. Asdescribed in FIG. 3A, the player may utilize the ordered item optionallyafter a threshold amount of time has passed. The system may then allowthe player to equip, or otherwise utilize, the item. With respect to acosmetic item, the player may cause his/her character to include theitem on the representation of the character. With respect to anon-cosmetic item, such as a gesture, the player may enable thecharacter to perform the gesture.

FIG. 5 is a flowchart of an example process 500 for updating a wishlistbased on a video associated with gameplay of the electronic game. Theprocess 500 may be performed by a user device of one or more processors(e.g., user device 110A), a system of one or more computers (e.g., theelectronic game server 100), or a combination thereof as will bedescribed. For convenience, the process 500 will be described as beingperformed by a user device.

At block 502, the user device presents video associated with gameplay ofan electronic game. A user of the user device may access the video via astreaming web site. For example, the streaming web site may presentlive, or previously recorded, video of gameplay of the electronic game.Optionally, the video may be presented by an application associated withthe electronic game. For example, the application may cause access to astreaming web site hosted by a system in communication with anelectronic game server. As described above, the electronic game server(e.g., server 100) may coordinate amongst user devices to act as acentral game server for the electronic game. Thus, as another examplethe video may be presented on the user device within a game worldassociated with the electronic game. For example, a user's character(e.g., a user associated with the user device) may view the video on anin-game movie screen, or the user may request that the video bepresented on the user device (e.g., via in-game menu options).

At block 504, the user device receives user input requesting itemsassociated with a player in the video. As the user of the user deviceviews the video, the user may notice a particular item on a particularcharacter included in the video. The user may then provide user inputrequesting the items associated with the particular character. Forexample, the request may be to inspect the particular character asdescribed above.

With respect to the example of the streaming web site, the streaming website may optionally include metadata associated with players and/oritems. For example, the streaming web site may receive metadata from theelectronic game server. With respect to a live video of gameplay, theelectronic game server may (e.g., in substantially real-time) providethe metadata to the streaming web site. Optionally, the streaming website may present the video along with indications of the players and/oritems included in each frame of video. The presented indicates may bebased on the streamed metadata. The user may then select a particularitem and cause it to be included in his/her wishlist. As an example, theuser's web browser may include a toolbar, or application, that causesthe electronic game server to update the user's wishlist.

As another example, the streaming web site may include a link (e.g.,hyperlink) that when selected causes the electronic game server toupdate the user's wishlist. The link may direct the user to an outsidesystem, for example associated with the electronic game server or whichis the electronic game server, hosting a web site. Via the web site, theuser can update his/her wishlist. Optionally, the user may be requiredto log-into his/her user account (e.g., as described in block 402).Optionally, a cookie or token (e.g., an OAuth token) may be stored onthe user's user device, and the cookie or token may authenticate theuser.

With respect to recorded video, the streaming web site may storepreviously generated metadata. For example, the previously generatedmetadata may comprise timestamps associated with times at which playersare included in the video. Thus, the user may select a particularcharacter of interest. The streaming web site may optionally provideinformation to the electronic game server, and the server may provideindications of the items associated with the character. The streamingweb site may then cause presentation of these items for the user'sselection. Optionally, the metadata may comprise the items associatedwith the players. In this way, the streaming web site may avoidrequesting the items from the server.

Optionally, in some implementations a system may be trained to identifyitems from video. For example, the system may implement one or moremachine learning techniques to label the items as imaged in the video.An example machine learning technique may comprise a neural networktrained on image data associated with the items. Thus, the system maypresent information identifying an item (e.g., an item selected by theuser). As described above, the user may then utilize a tool bar, or ahyperlink, to cause the item to be included in his/her wishlist. Thesystem may optionally be the electronic game server or may be associatedwith the streaming web site.

With respect to the example of the user viewing the video within theelectronic game, the electronic game server may identify itemsassociated with one or more characters. For example, if the user isviewing recorded video then electronic game server may obtain storedinformation identifying the characters within the recorded video. Thus,the electronic game server may access the items associated with thecharacters. These items may then be presented to the user.

At block 506, the user device enables updating of wishlist. As describedabove, the user may obtain indications of items associated with certaincharacters included in the video. With respect to the streaming website, the user may utilize a toolbar associated with the user's browserto update the wishlist. For example, the toolbar may receive informationfrom the electronic game server. The toolbar may further causepresentation of a user interface similar to user interface 130 (e.g.,illustrated in FIG. 1B). As another example, the streaming web site mayinclude a selectable link which causes access to a web site associatedwith the electronic game server. Via this website, the user may thenupdate his/her wishlist. Optionally, the streaming web site may identifyan item according to name and/or unique identifier. In this example, theuser may directly enter the name and/or unique identifier within theelectronic game.

With respect to the video being presented in the electronic game, theuser may utilize the techniques described above with respect to FIGS.2-3C. For example, the user may provide user input to cause inclusion ofan item into his/her wishlist.

Overview of Computing Device

FIG. 6 illustrates an embodiment of computing device 610 according tothe present disclosure. Other variations of the computing device 610 maybe substituted for the examples explicitly presented herein, such asremoving or adding components to the computing device 610. The computingdevice 610 may include a game device, a smart phone, a tablet, apersonal computer, a laptop, a smart television, a car console display,a server, and the like. The computing device 610 may also be distributedacross multiple geographical locations. For example, the computingdevice 610 may be a cluster of cloud-based servers.

As shown, the computing device 610 includes a processing unit 620 thatinteracts with other components of the computing device 610 and alsoexternal components to computing device 610. A game media reader 622 isincluded that communicates with game media 612. The game media reader622 may be an optical disc reader capable of reading optical discs, suchas CD-ROMs or DVDs, or any other type of reader that can receive andread data from game media 612. One or more of the computing devices maybe used to implement one or more of the systems disclosed herein.

Computing device 610 may include a separate graphics processor 624. Insome cases, the graphics processor 624 may be built into the processingunit 620. In some such cases, the graphics processor 624 may shareRandom Access Memory (RAM) with the processing unit 620. Alternativelyor additionally, the computing device 610 may include a discretegraphics processor 624 that is separate from the processing unit 620. Insome such cases, the graphics processor 624 may have separate RAM fromthe processing unit 620. Computing device 610 might be a handheld gameapplication device, a dedicated game console computing system, ageneral-purpose laptop or desktop computer, a smart phone, a tablet, acar console, or other suitable system.

Computing device 610 also includes various components for enablinginput/output, such as an I/O 632, a user I/O 634, a display I/O 636, anda network I/O 638. I/O 632 interacts with storage element 640 and,through a device 642, removable storage media 644 in order to providestorage for computing device 610. Processing unit 620 can communicatethrough I/O 632 to store data, such as game state data and any shareddata files. In addition to storage 640 and removable storage media 644,computing device 610 is also shown including ROM (Read-Only Memory) 646and RAM 648. RAM 648 may be used for data that is accessed frequently,such as when a video game is being played.

User I/O 634 is used to send and receive commands between processingunit 620 and user devices, such as game controllers. In someembodiments, the user I/O 634 can include a touchscreen input. Thetouchscreen can be capacitive touchscreen, a resistive touchscreen, orother type of touchscreen technology that is configured to receive userinput through tactile inputs from the player. Display I/O 636 providesinput/output functions that are used to display images from the gamebeing played. Network I/O 638 is used for input/output functions for anetwork. Network I/O 638 may be used during execution of a game, such aswhen a game is being played online or being accessed online, applicationof fraud detection, and/or generation of a fraud detection model.

Display output signals produced by display I/O 636 comprise signals fordisplaying visual content produced by computing device 610 on a displaydevice, such as graphics, user interfaces, video, and/or other visualcontent. Computing device 610 may comprise one or more integrateddisplays configured to receive display output signals produced bydisplay I/O 636. According to some embodiments, display output signalsproduced by display I/O 636 may also be output to one or more displaydevices external to computing device 610.

The computing device 610 can also include other features that may beused with a video game, such as a clock 650, flash memory 652, and othercomponents. An audio/video player 656 might also be used to play a videosequence, such as a movie. It should be understood that other componentsmay be provided in computing device 610 and that a person skilled in theart will appreciate other variations of computing device 610.

Program code can be stored in ROM 646, RAM 648 or storage 640 (whichmight comprise a hard disk, other magnetic storage, optical storage,other non-volatile storage or a combination or variation of these). Partof the program code can be stored in ROM that is programmable (ROM,PROM, EPROM, EEPROM, and so forth), and part of the program code can bestored in storage 640, and/or on removable media such as game media 612(which can be a CD-ROM, cartridge, memory chip or the like, or obtainedover a network or other electronic channel as needed). In general,program code can be found embodied in a tangible non-transitorysignal-bearing medium.

Random access memory (RAM) 648 (and possibly other storage) is usable tostore variables and other game and processor data as needed. RAM 648 isused and holds data that is generated during the execution of anapplication and portions thereof might also be reserved for framebuffers, application state information, and/or other data needed orusable for interpreting user input and generating display outputs.Generally, RAM 648 is volatile storage and data stored within RAM 648may be lost when the computing device 610 is turned off or loses power.

As computing device 610 reads game media 612 and provides anapplication, information may be read from game media 612 and stored in amemory device, such as RAM 648. Additionally, data from storage 640, ROM646, servers accessed via a network (not shown), or removable storagemedia 644 may be read and loaded into RAM 648. Although data isdescribed as being found in RAM 648, it will be understood that datadoes not have to be stored in RAM 648 and may be stored in other memoryaccessible to processing unit 620 or distributed among several media,such as game media 612 and storage 640.

It is to be understood that not necessarily all objects or advantagesmay be achieved in accordance with any particular embodiment describedherein. Thus, for example, those skilled in the art will recognize thatcertain embodiments may be configured to operate in a manner thatachieves or optimizes one advantage or group of advantages as taughtherein without necessarily achieving other objects or advantages as maybe taught or suggested herein.

All of the processes described herein may be embodied in, and fullyautomated, via software code modules executed by a computing system thatincludes one or more computers or processors. The code modules may bestored in any type of non-transitory computer-readable medium or othercomputer storage device. Some or all the methods may be embodied inspecialized computer hardware.

Many other variations than those described herein will be apparent fromthis disclosure. For example, depending on the embodiment, certain acts,events, or functions of any of the algorithms described herein can beperformed in a different sequence or can be added, merged, or left outaltogether (for example, not all described acts or events are necessaryfor the practice of the algorithms). Moreover, in certain embodiments,acts or events can be performed concurrently, for example, throughmulti-threaded processing, interrupt processing, or multiple processorsor processor cores or on other parallel architectures, rather thansequentially. In addition, different tasks or processes can be performedby different machines and/or computing systems that can functiontogether.

The various illustrative logical blocks and modules described inconnection with the embodiments disclosed herein can be implemented orperformed by a machine, such as a processing unit or processor, adigital signal processor (DSP), an application specific integratedcircuit (ASIC), a field programmable gate array (FPGA) or otherprogrammable logic device, discrete gate or transistor logic, discretehardware components, or any combination thereof designed to perform thefunctions described herein. A processor can be a microprocessor, but inthe alternative, the processor can be a controller, microcontroller, orstate machine, combinations of the same, or the like. A processor caninclude electrical circuitry configured to process computer-executableinstructions. In another embodiment, a processor includes an FPGA orother programmable device that performs logic operations withoutprocessing computer-executable instructions. A processor can also beimplemented as a combination of computing devices, for example, acombination of a DSP and a microprocessor, a plurality ofmicroprocessors, one or more microprocessors in conjunction with a DSPcore, or any other such configuration. Although described hereinprimarily with respect to digital technology, a processor may alsoinclude primarily analog components. For example, some or all of thesignal processing algorithms described herein may be implemented inanalog circuitry or mixed analog and digital circuitry. A computingenvironment can include any type of computer system, including, but notlimited to, a computer system based on a microprocessor, a mainframecomputer, a digital signal processor, a portable computing device, adevice controller, or a computational engine within an appliance, toname a few.

Conditional language such as, among others, “can,” “could,” “might” or“may,” unless specifically stated otherwise, are understood within thecontext as used in general to convey that certain embodiments include,while other embodiments do not include, certain features, elementsand/or steps. Thus, such conditional language is not generally intendedto imply that features, elements and/or steps are in any way requiredfor one or more embodiments or that one or more embodiments necessarilyinclude logic for deciding, with or without user input or prompting,whether these features, elements and/or steps are included or are to beperformed in any particular embodiment.

Disjunctive language such as the phrase “at least one of X, Y, or Z,”unless specifically stated otherwise, is understood with the context asused in general to present that an item, term, etc., may be either X, Y,or Z, or any combination thereof (for example, X, Y, and/or Z). Thus,such disjunctive language is not generally intended to, and should not,imply that certain embodiments require at least one of X, at least oneof Y, or at least one of Z to each be present.

Any process descriptions, elements or blocks in the flow diagramsdescribed herein and/or depicted in the attached figures should beunderstood as potentially representing modules, segments, or portions ofcode which include one or more executable instructions for implementingspecific logical functions or elements in the process. Alternateimplementations are included within the scope of the embodimentsdescribed herein in which elements or functions may be deleted, executedout of order from that shown, or discussed, including substantiallyconcurrently or in reverse order, depending on the functionalityinvolved as would be understood by those skilled in the art.

Unless otherwise explicitly stated, articles such as “a” or “an” shouldgenerally be interpreted to include one or more described items.Accordingly, phrases such as “a device configured to” are intended toinclude one or more recited devices. Such one or more recited devicescan also be collectively configured to carry out the stated recitations.For example, “a processor configured to carry out recitations A, B andC” can include a first processor configured to carry out recitation Aworking in conjunction with a second processor configured to carry outrecitations B and C.

It should be emphasized that many variations and modifications may bemade to the above-described embodiments, the elements of which are to beunderstood as being among other acceptable examples. All suchmodifications and variations are intended to be included herein withinthe scope of this disclosure.

What is claimed is:
 1. A computer-implemented method comprising: by asystem of one or more computers executing computer-readableinstructions, establishing connections with a plurality of user devices,the user devices executing respective game engines associated with anelectronic game, each user device being controlled by a respectiveplayer of a same game world and presenting a respective view of the gameworld associated with a respective character within the game world;receiving information indicating that a wishlist associated with a firstplayer is to be updated, wherein updating comprises associating aparticular item with the wishlist, the particular item being equipped bya second character of a second player positioned, at least, within athreshold proximity of a first character of the first player within thegame world; obtaining information indicating that the particular playerhas provided user input to cause ordering of the particular item; and inresponse to determining satisfaction of one or more constraints,enabling access to the particular item by the first player, wherein thefirst character of the first player is configured to equip theparticular item, and wherein the particular item is rendered on thefirst character within the game world.
 2. The method of claim 1, furthercomprising: receiving, from a user device associated with the firstplayer, a request associated with inspecting the second character;accessing information indicating items equipped by the second character;and causing user interface information to be presented on the userdevice associated with the indicated items.
 3. The method of claim 2,wherein receiving information indicating that a wishlist is to beupdated comprises: receiving information indicating selection of an itempresented in the user interface, the item being the particular item. 4.The method of claim 1, wherein the wishlist is associated with itemswhich the first player has viewed in the game world, and wherein thewishlist comprises a threshold number of slots for which items may beassociated.
 5. The method of claim 1, wherein the constraints compriseone or more quantities of respective goods or a threshold quantity ofin-game currency, and wherein access to the particular item isconstrained until the first character acquires the quantities or thefirst player causes the threshold quantity of in-game currency to beutilized.
 6. The method of claim 1, wherein the constraints comprise atime constraint, and wherein access to the particular item isconstrained until a threshold amount of time has passed since ordering.7. The method of claim 6, further comprising: receiving, from a userdevice associated with the first player, a request associated with astatus of the ordering of the particular item; determining a remainingtime associated with the threshold amount of time; and causingpresentation, on the user device, of a user interface identifying theremaining time.
 8. The method of claim 1, wherein enabling accesscomprises updating user profile information associated with the firstplayer, such that the first player is authorized to equip the particularitem.
 9. A system comprising one or more computers and computer storagemedia storing instructions that, when executed by the system, cause thesystem to perform operations comprising: establishing connections with aplurality of user devices, the user devices executing respective gameengines associated with an electronic game, each user device beingcontrolled by a respective player of a same game world and presenting arespective view of the game world associated with a respective characterwithin the game world; receiving information indicating that a wishlistassociated with a first player is to be updated, wherein updatingcomprises associating a particular item with the wishlist, theparticular item being equipped by a second character of a second playerpositioned, at least, within a threshold proximity of a first characterof the first player within the game world; obtaining informationindicating that the particular player has provided user input to causeordering of the particular item; and in response to determiningsatisfaction of one or more constraints, enabling access to theparticular item by the first player, wherein the first character of thefirst player is configured to equip the particular item, and wherein theparticular item is rendered on the first character within the gameworld.
 10. The system of claim 9, wherein the operations furthercomprise: receiving, from a user device associated with the firstplayer, a request associated with inspecting the second character;accessing information indicating items equipped by the second character;and causing user interface information to be presented on the userdevice associated with the indicated items.
 11. The system of claim 10,wherein receiving information indicating that a wishlist is to beupdated comprises: receiving information indicating selection of an itempresented in the user interface, the item being the particular item. 12.The system of claim 9, wherein the constraints comprise a timeconstraint, and wherein access to the particular item is constraineduntil a threshold amount of time has passed since ordering.
 13. Thesystem of claim 12, wherein the operations further comprise: receiving,from a user device associated with the first player, a requestassociated with a status of the ordering of the particular item;determining a remaining time associated with the threshold amount oftime; and causing presentation, on the user device, of a user interfaceidentifying the remaining time.
 14. The system of claim 9, whereinenabling access comprises updating user profile information associatedwith the first player, such that the first player is authorized to equipthe particular item.
 15. A computer-implemented method comprising: by auser device of one or more processors, causing execution of a gameengine associated with an electronic game, wherein the game engine is incommunication with an electronic game server configured to communicatewith a plurality of user devices, wherein players of the respective userdevices control characters within a same game world of the electronicgame, and wherein the game engine presents a view of the game worldassociated with a character within the game world; receiving user inputassociated with control of the character included in the game world, thecharacter being configured to move about the game world; presentinginformation indicating items equipped by a different character withinthe game world, the different character being included in the view ofthe game world; receiving information indicating that a wishlist is tobe updated, wherein updating comprises associating a particular itemwith the wishlist, the particular item being equipped by the differentcharacter; and providing, to the electronic game server, the receivedinformation, and subsequently receiving information indicating access tothe particular item, wherein the character is configured to equip theparticular item, and wherein the particular item is rendered on thecharacter within the game world.
 16. The method of claim 15, wherein theparticular item is included in a subset of virtual item containersincluded in the game world, and wherein access to the particular item isconstrained to either locating a virtual item container which includesthe particular item or associating the particular item with thewishlist.
 17. The method of claim 16, wherein the wishlist is associatedwith the particular item based on validation that the character iswithin a threshold distance of the different character within the gameworld.
 18. The method of claim 16, wherein the particular item isassociated with a rarity, such that virtual item containers included inthe game world include the particular item with a likelihood based onthe rarity.
 19. The method of claim 15, further comprising: receivinguser input associated with inspection of the different character;receiving, from the electronic game server, indications of the itemsequipped by the different character, wherein the user device presentsthe indicated items along with a selectable option to update thewishlist; and in response to receiving user input associated with theselected option, updating the wishlist to be associated with theparticular item.
 20. The method of claim 15, wherein the wishlistcomprises a threshold number of slots for which items may be associated,and wherein the game engine is configured to present user interfaceinformation identifying the wishlist.